Jul 23, 2005, 01:47 PM // 13:47
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#1
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Lion's Arch Merchant
Join Date: Jul 2005
Location: In the middle of WWIII
Guild: Airreon Grievers[AG]
Profession: R/Mo
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R/E Damage Dealer PvE/PvP
Skillls
Melandru's Arrows(E)
Hunter's Shot
Penetrating Attack
Favourable Winds
Tiger's Fury
Dual Shot
Conjure Lightning
Pin Down
Marksman 13(11+2)
Expertise 12(10+2)
BeastMastery 2(1+1)
Air Magic 10
Is this a good Damage dealing build? I want to do as much damage as possible in the shortest time.
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Jul 23, 2005, 02:15 PM // 14:15
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#2
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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take from marksmanship and increase beast mastery. Slightly longer lasting Tiger's Fury is always good.
10+2 marks
9+2 expertise
7+1 beast
10 air
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Jul 24, 2005, 04:30 AM // 04:30
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#3
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Lion's Arch Merchant
Join Date: Jul 2005
Location: In the middle of WWIII
Guild: Airreon Grievers[AG]
Profession: R/Mo
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can you guys rate my build
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Jul 24, 2005, 02:45 PM // 14:45
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#4
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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one does not need hunters shot and melanrus arrows in the same build. One does not need all of penetrating, dual, and hunters shot in one build. One does not need pin down. One needs a defensive skill, like throw dirt.
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Jul 24, 2005, 06:56 PM // 18:56
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#5
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Academy Page
Join Date: Jun 2005
Location: Im my own little world.
Guild: Acolytes Of Fayth
Profession: R/E
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Change air to another element. Everyone wears air armor, I suggest frost. You just dont see that many people wearing hydromancers robes or fur armor.
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Jul 24, 2005, 07:02 PM // 19:02
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#6
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Forge Runner
Join Date: May 2005
Location: The Infinite Representation Of Pie And Its Many Brilliances
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I use fire and I stick in mark of rodgort, settling people on fire is always a good thing, it's a great health degen.
Also something like kindle arrows would help quite a bit.
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Jul 24, 2005, 08:15 PM // 20:15
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#7
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Frost Gate Guardian
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I never really liked Conjure-based rangers mostly because you need so many high attributes to make them work well - attribute points I'd rather spend pumping up my ranger stats. This makes your spread your attributes rather thinly and something suffers.
However, if this is what you choose, allow me to offer the following suggestions:
You really don't need the 10 in Conjure whatever - each point in your elementalist attribute only increases the Conjure damage by *one*, and as you get your elemental attribute points higher it becomes very expensive to pump it. A (rune-buffable) Wilderness Survival preparation (like your Melandru's Arrows or the standard Kindle) benefits more from having additional points in it.
If you want solid burst damage I would suggest the Quick Shot elite (though doing combos with Quick Shot will eat up your energy pretty quickly even with a Zealous bow string).
Use a superior rune in there - doesn't look like you're using one (majors suck). If you got yourself some good health-increasing stuff this is one of those times where I could understand using two Superior runes (though this isn't necessarily the best option). I would pump Expertise to 14 to hit that 10 energy skill breakpoint for spamming Dual Shot/Penetrating, or 13 (the 5 energy skill breakpoint) if you plan to be a Quick Shot spammer.
13 in marks is pretty much a waste IMO for this build because you have to spread your attributes out so thinly. Set your marks to 12 and put your attribute points elsewhere.
I lean towards having 6+1 Beastmastery for TF at all times for 8 seconds out of 10 of increased attack speed. If you don't choose this breakpoint, understand that increasing it past this point doesn't do much unless you get it to 11+1 (for the 10 second duration - waste of points).
Quote:
one does not need hunters shot and melanrus arrows in the same build. One does not need all of penetrating, dual, and hunters shot in one build. One does not need pin down. One needs a defensive skill, like throw dirt.
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I...don't see why hunter's shot and Melandru's Arrows don't work well together. Hunter's Shot is an economical powered shot and gets the benefit from MA.
Pin Down is nice for random arena, where you don't rely on a monk to remove conditions and you often have runners. Throw Dirt also works for random arena. Both of these (condition-inflicting) skills become questionable as you get into more organized or higher-scale PvP. Whether or not the build should be changed depends on what PvP this build is being used for.
I second the changing from Air to another element, as players will most likely have anti-lightning safeguards.
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Aug 23, 2005, 07:48 PM // 19:48
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#8
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Pre-Searing Cadet
Join Date: Aug 2005
Guild: Wrath of Nature
Profession: N/E
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My experiences with R/E in PvP
Note: I didn't mean for this to turn into such a long rant about strategy, but I am really excited about this build. I think you will be too.
I have tried this build in PvP, except I use fire, since I have a fiery bow string. I selected the R/E Flameslinger pre-build in the character creation menu. The skills I have settled into liking the most are:
Kindle Arrows
Conjure Flame
Dual Shot
Hunter's Shot
Favorable Winds
Serpent's Quickness
Troll Unguent
Rez Signet
My attributes are divided among Marksmanship, Fire Magic, Wilderness Survival, and Expertise. I don't remember the exact numbers, but there's nothing above 11 (before runes) and fire magic is about 7 or 8.
I picked a bow that gives extra damage while in a stance, since I usually apply Serpent's Quickness shortly before combat. I have a bow grip of enchanting (I forget the percentage) and, as mentioned, a fiery bow string (which is needed for conjure flame to be effective).
I wear the armor that gives extra vs. lightning. Nothing unique there.
Here's the general idea for gameplay in the arenas: At 11 seconds until start, lay down Spirit of Favorable Winds just inside your gate. That will finish casting just in time to cast Conjure Flame. Conjure flame lasts 60 seconds (plus the % from my bow grip), and the Spirit lasts somewhere around 110 sec.
Then, walk out and wait for them to come to you (staying in range of your spirit, though the range is surprisingly big on those things, so it's not too much of a problem). Just before battle, use Serpent's Quickness (an instant cast) and then Kindle Arrows (a fairly quick cast). If all is timed right, you should have the effects of all 4 skills mentioned still applied to you.
Then what I generally do is, either call the target or select the called target, and, if they are moving, use hunter's shot first. If they are not moving, use dual shot first. Usually, in this case, they will realize that they are being sniped and that the arrow that just hit them hurt alot. They will start moving around to avoid being sniped again. That's when you pull out hunter's shot, which causes bleeding if it hits a moving target.
After you get about 3 to 5 shots off, you'll probably need to reapply kindle arrows. Gotta keep an eye on your enchantments, since they're what's doing your damage in this build.
As far as defense, I find that people rarely attack rangers before most other classes. If you do see the battle moving toward you (for example, maybe a teammate just died and the warrior is coming for you next), stop what you're doing and use the troll unguent a little preemptively (unless you have a good monk). I find that I can (with my rune of major vigor) completely ignore a sword tank on me, as long as I can use troll. Just remember not to run from the warrior, since that will induce critical hits. Just use troll unguent and don't move. Continue to snipe, and stick it out until your teammates can come to bail you.
At about the midpoint of the battle, if you're not busy, consider laying another spirit. This might not be the best idea, however, if your enemies are rangers or bow users too, since the spirit's bonus will apply to them also.
The last thing to say about my strategy is sort of a more general thing (i.e. this should apply to anyone, not just R/E Flameslingers). Especially if you don't have a monk on your team (but even if you do), use rez signets on fallen members _as soon as possible_. Also, use ctrl-click, so you don't have 3 teammates casting rez signet without knowing who else is doing it. If two or more people ctrl-click a certain teammate, the first person to ctrl-click it should be the one to do it, the others should cancel. This last bit is IMPORTANT: Even if you are a monk (or W/Mo), please please please bring a rez signet for pvp before bringing a rez skill. Feel free to bring a skill also, but signets are just so superior for pvp use.
Anyway, that's the end of my rant. Hope you found something useful.
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Aug 23, 2005, 08:01 PM // 20:01
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#9
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Wilds Pathfinder
Join Date: Jul 2005
Profession: W/
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damage dealing wise i agree with keure, quickshot plus kindle does much more damage. avarage hit on a spell caster is like 28+17 and often spark up to 50+ damage cuz of criticals. if you wanna be a damage dealer then QS is just the way to go. but i think a conjure build racks up points agaisnt warriors better.
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